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Table of Contents
102 Pen and Paper Adventure | Beta Age | Hunting An Unknown Hunter
SCENE 2c — NEW KOUROU FOOD MARKET
1 | Scene Overview
- Location: Phoenix Square, Public Services Ring, New Kourou
- Type: Supplies · Social · Light Risk
- Era: Beta Age
- Tone: Bright · Bustling · Slightly chaotic
Atmosphere & Sensory Cues: Sizzling eel fat · drifting steam · shouting vendors · clatter of crates · children weaving between stalls
2 | Read-Aloud Description
Initial Read-Aloud (Scene Opening)
Phoenix Square opens before you in a whirl of smells, voices, and movement. Tarp sails ripple overhead, casting shifting colors across the raised decking. Vendors call out their offers, knives clack against chopping boards, and smoke from driftwood grills curls into the twilight air.
A voice you recognize rises above the chaos:
“Tasty Tandora! Healthy fruits! Smoothies — one K!”
It’s Sola Enu, the same vendor whose call pulled you toward this place from the street. His stall glows warm yellow beneath a patched canopy, Tandora fruits stacked in neat pyramids beside a sputtering smoothie press.
Around him, the Food Market hums with frontier energy: steaming Zelor rolls, skewers hissing on open fire, Mirel Leaf hanging from racks, Hoo and Odo meat curing in tidy rows, and second-hand garments fluttering on a breeze that seems to come from everywhere at once.
It’s lively. It’s crowded. It’s easy to lose track of your purse. And if you don’t want to be seen by anyone, this is probably not your ideal hiding place — this square has a thousand eyes.
Staged Read-Alouds (Progressive Descriptions)
| Trigger / Timing | Read-Aloud or Narrative Insert |
| PCs move deeper into the market | Stalls tighten around you as the crowd swells. A Courier Drone descends with a hum, clipping the edge of a tarp before shooting skyward again. |
| PCs examine Sola’s stall | Sola brightens. “Travelers! You look hungry. Smoothie? Fruit? Special discount if I know your faces…” He squints, trying to recall past visits. |
| PCs scan other stalls | A wave of smells rolls in: hot Zelor rolls, honey-glazed Bilax wedges, briny Skyweaver smoke. Children dart past chasing a Cleaning Bot, laughing. |
3 | Scene Intent
| Scene Type | Player Intents | DM Function / Story Link |
| Supplies · Social · Light Risk | Buy food · meet vendors · discover rumors · avoid being robbed | Provide provisions · world texture · pickpocket tension |
4 | Key (N)PCs + Dynamic Cues
| Name | Role / Affiliation | Motivation / Goal | Dynamic Cues — How They React | Wiki Link |
| Sola Enu | Tandora vendor | Sell smoothies & fruit · friendly banter | Warm, chatty, happy to recognize returning PCs; automatic discount if met before | Food Market |
| Ira Venn (background) | Second-hand garments | Sell jackets & pants | May recognize PCs from previous adventure and offer a discount | Food Market |
| Finlay Hyden (optional) | Pickpocket | Lift purses · avoid trouble | Strikes only if PCs weren’t robbed before or didn’t catch him previously | — |
| Guarding Trooper Patrol (optional) | Guarding Trooper Station of New Kourou | Maintain order, watch manifests | Only important if PCs are wanted; otherwise background presence. | Guarding Troopers |
5 | Triggers, Actions & Consequences
A. Supplies & Preparation
| Trigger / Cue | Immediate Reaction | Future Hook / Consequence |
| 🍞 PCs buy provisions | Vendors describe rations; discounts apply if recognized | PCs obtain food for travel; avoids exhaustion penalties later |
| 💬 Ask about Morningstar | Vendors snort: “Trees, fog, lumberjacks, and brawls by the second night. Hope you like splinters.” | Foreshadows Morningstar’s rough vibe |
—
B. Pickpocket Event (Finlay Hyden)
*Finlay attempts theft only if:* • PCs were not robbed previously and did not catch him last time • OR PCs have passive Perception < 13 • OR group splits or gets distracted
| Trigger / Cue | Immediate Reaction | Future Hook / Consequence |
| 💰 Finlay attempts to steal | Sleight of Hand +4 vs Passive Perception | PC loses 20–50 K (2d10×2) |
| 👀 PC notices theft | Finlay freezes, then bolts | 3-step chase (DC 12 Athletics/Acrobatics) |
| 🏃 If PCs give chase | Market erupts in chaos as crates topple and vendors shout | If caught: returns money + offers a rumor |
| ❌ If PCs fail to catch him | Finlay disappears into the service alley | Loss of funds impacts later travel choices |
—
C. Vendor Recognition Bonuses (Optional)
If PCs purchased from a stall during The Man Without A Name: That vendor recognizes them and gives a 1 K discount or a free sample.
—
D. If PCs Are Wanted (Optional Tension)
| Trigger / Cue | Immediate Reaction / What Happens | Future Hook / Consequence |
| 🚨 PCs are known fugitives / wanted | Trooper patrol lingers near market stands, will get closer - probably control them | PCs may need disguises, false names |
6 | DM Notes
- Tone: Bright, bustling, chaotic in a friendly-but-overwhelming way. Nothing here is lethal — but everything is distracting. The market should feel like a living organism with constant motion, noise, and temptation.
- Pacing: Keep things brisk. Use overlapping vendor calls, sizzling pans, courier drones zipping overhead, and shifting crowds to maintain momentum. The players should feel pulled in several directions at once.
- No Resolutions Here:
- This scene is strictly about supplies, flavor, and small social beats.
- Travel choices resolve in Scene 2a (Courier Station) or Scene 2b (Mandala’s Mounts) or Scene 2d (Cart Purchase).
- If the pickpocket chase triggers, it should begin and end *inside Phoenix Square*.
- Focus the Stakes:
- Food and water are crucial for the journey to Morningstar and beyond.
- Losing money here may meaningfully affect later decisions (mount rental, caravan tickets).
- The pickpocket introduces tension without derailing the adventure — a short spike of adrenaline.
- Continuity & Returning Player Recognition:
- Vendors should recognize PCs who bought from them during the previous adventure and reward them with small discounts or friendly banter.
- If Finlay Hyden robbed or was caught by the PCs previously, he does not strike again.
- Optional Trooper Tension:
- If the PCs are wanted or suspicious, Troopers use the dense crowd to quietly observe them.
- This should create pressure, not combat.
- Scene Flow:
- Guide players toward choices — not outcomes.
- The market gives information, supplies, rumors, and a single optional threat.
- Once players have what they need, funnel them gently back to the travel decision.
DM Tutorial: How to approach the scene
Short version:
Related Pages and Further Information
- ↑↑ Start: Hunting An Unknown Hunter
- ★ Overview: All Scenes of Hunting An Unknown Hunter
- ☞ Resolution: Case Resolution and discoverable Backstory
- ← Previous Scene: Scene 2 – Travel Preparations
New Kourou Hub Overview (Travel Options)
| Location | Type / Activity | Primary Opportunities | Tone / Difficulty | Leads To Scene |
| New Kourou Courier Station | Travel · Ticket Purchase | Buy caravan tickets · Check departures · Assess risk if wanted | Bureaucratic · Busy | → Scene 2a – Courier Station |
| Mandala’s Mounts | Travel · Mount Rental | Rent Veyras · Speak with Mandala · Handle “dead/lost Veyra” conversation | Loud · Mildly tense | → Scene 2b – Mandala’s Mounts |
| New Kourou Food Market | Supplies · Provisions | Buy trail food & water · Spot Sola Enu’s Tandora stall | Crowded · Friendly | → Scene 2c – Food Market |
| Schmitz Funeral Home | Vehicle Purchase | Inspect & buy mortician’s cart · Meet undertaker apprentice | Quiet · Slightly eerie · Low pressure | → Scene 2d – Buying a Mortician’s Cart |
